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Hoff123

Member Since 22 Aug 2011
Offline Last Active Nov 12 2011 10:08 PM

Posts I've Made

In Topic: remove 60fps(and above) motion blur in platformer

11 November 2011 - 03:11 PM


Try enabling (or disabling) synchronization in the game options and see if that helps on your end. But I wouldn't use it unless necessary. (I had to in my game because I got horrible tearing without it on both my computers).


His problem isn't tearing, it's ghosting (for lack of a better word). Synchronization won't help with that. Only thing that can help is to get a better monitor, or re-lower the frame rate.


Yeah, "ghosting" it is. I tried enabling synchronization and it didn't help a bit.

WAIT! Can ghosting occur becuase of a bad graphics card?
Because I have THE WORST integrated graphics card ever: Integrated Radeon HD 3000.

I looked on the specifications of my monitor and the response time seems to be 5ms and that is quite good right?

In Topic: remove 60fps(and above) motion blur in platformer

10 November 2011 - 04:09 PM



Cheap LCD screen?


I actually have an LED, but yeah otherwise it was pretty cheap lol.


LED, really?
http://en.wikipedia....iki/LED_display
You must be rich.

Unless you mean you have a LED back lit LCD screen... which is still a LCD screen :). Not the first time I heard the misnomer LED screen used though, worst is when coming from a tech sales rep.

LCD are slow to change color, especially the cheap ones. Your retina can also be slow depending on the colors you chose for foreground vs background and intensity.

[edit]
Then again, I may be wrong
http://en.wikipedia....-emitting_diode


Oh yeah sorry, that was what I meant.

I am not really that savvy with monitors and stuffPosted Image

In Topic: remove 60fps(and above) motion blur in platformer

10 November 2011 - 03:45 PM


And it is not normal "motion blur" because I didn't add anything like that and when I took a screenshot of it IT WAS NOT THERE(scary lol).

Is it possible to remove the "motion blur" that happens on the sprite when jumping or does it have something to do with my computer?

Part of it has to do with the time it takes for pixels to change colour on your monitor, and the other part has to do with the way human vision perceives colour change and motion. Either way, this is a natural consequence when you jack up the frame rate. There's not a whole lot that you can do about it.

GameGeisha


OK. Thanks for answering anyway.

In Topic: remove 60fps(and above) motion blur in platformer

10 November 2011 - 03:16 PM

Cheap LCD screen?


I actually have an LED, but yeah otherwise it was pretty cheap lol.

In Topic: Move to contact ALL directions?

05 September 2011 - 06:01 PM

Okay... Forget the collsion event for the moment. Lets concentrate on the movement... By jumping 7 pixels in any direction, what happens is that if you are 5 pixels from a wall, then move towards it, you jump 7 pixels. This means that you end up 2 pixels INSIDE the wall object. Then you need to code a collision event to deal with that. Wouldn't it be better to actually have the object check FIRST before moving? And then only move the necessary amount? Yes it would!!! So.... (I am assuming your walls are solid)...


//KEYBOARD EVENT LEFT
Check Collision
applies to : Self
x : -7
y : 0
objects : Only Solid
relative : True

Move To Contact
direction : 180
maximum : -1
against : Solid Objects

Else

Jump To Position
x : -7
y : 0
relative :True


Now, just repeat changing the appropriate values for each key, and let me know what happens...




THANK YOU SO MUCH!!!

It worked, and I actually understood why.

EDIT It seems it also solved another problem I had(player kind of got stuck on the walls before lol). Anyway, thanks.